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Rex Mundane

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A member registered Apr 17, 2015 · View creator page →

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Fun and charming. I really like how the goal with painting the eggs is more implied to the player through the books, rather than just some given instruction.

Weird bug: I had dropped the empty box of scraps outside the coop while feeding the chickens, before getting the eggs, and when I did get them, they were teleported into the box and not inventory. I was somehow still able to paint them, but not boil them, until I went and found the box, which was not listed as an object in that area. Maybe consider making box un-droppable? 

Might be the most "chill" game I've played in a while, puzzles were straightforward, the added Menu UI was excellent, and the Kids-as-roaming-hint-system gimmick is honestly inspired. Absolutely delightful from beginning to end. 

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It should still be up, link still works for me (for the 0.1.0 version), as well as from my creator page.
As far as references, I tried to hint at the "real" games in the first "on pickup" messages for each game. So, for example, "Sleuth by Eric N Miller" becomes "Shamus by Erik 'Sleuth' Niller."

"Zill by Lynder and Edwyrds" is "Zyll by Linder and Edwards."

"Textventure Toolkit by Davis Mumberg" is "The Adventure Game Toolkit by David Malmberg."

"Copious Cavern Crusade by Woodther & Crows" is "Colossal Cave Adventure by Crowther and Woods."

"Hunt the Wompus by Grigori Yobb" is "Hunt the Wumpus by Gregory Yob."

"Softpron Adventure from In-Line Systems" is "Softporn Adventure from On-Line Systems."

"The Rook courtesy of Magnetized Scroll"  is "The Pawn, by Magnetic Scrolls." (The game as well is found in a Thieves' Guild, a reference to Magnetic Scrolls' followup game The Guild of Thieves, also "Rook" being another word for swindler/thief, which is a pun so weak I felt need to mention it explicitly here)

"The Galactic Stowaway's Manual by Adam Douglass" is, naturally, "The Hitchhiker's Guide to the Galaxy by Douglas Adams." (with special appearance by Marvin as 'Martin,' and Floyd from Planetfall as 'Lloyd.')

"Artie Bryanmorrie's Wishgetter" is "Brian Moriarty's Wishbringer."

And, of course, "Zurk: The Underground Umpire by Unfocom" is "Zork: The Great Underground Empire by Infocom."

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Apologies for the late reply, but I wanted to thank you for the frank and comprehensive commentary, and let you know I've tried to make the vocabulary more generally versatile to avoid the, as you say, guess-the-verb nightmare, and make explanations/descriptions/hints/etc. more clear to the player, as well as other ease-of-use and aesthetic updates. Version 0.1.0 is now live. Thanks again.

Thank you for the feedback. Quite close to the end, here. I'll put the remaining solutions at the end of this, general hints and comments first.

First, you don't get rid of the queue. There is always a queue. It's the post office. Just accept that, and do what must be done.

Second, You're hunting Wompus. Clues are in the Adventurer's Guild.

Third, I mentioned in the hints I put on the GameJam page that one of the treasures is required as a solution to get another, and the Toolkit is the prize in question. 

I'll expand the vocabulary with your suggestions as there were some responses created that were missed given the inputs. "Sleep Bed" and "Use Bed" would have triggered a response, for instance, where Lay and Lie and Enter, etc., did not.

Thanks for catching the "Can't. Dark." duplication, I've spotted my mistake and will address that in the final update, among other fixes.

I'm very new to Adventuron, and unaware of how to override system HELP and CREDITS commands. Is there a guide to doing so?

Step-by-step puzzle solutions, to decode with rot13.

Va gur cbfg bssvpr, RAGRE DHRHR, gura whfg jnvg n srj gheaf. Bapr vg'f lbhe ghea, TVIR FYVC gb gur pyrex gb trg n cnpxntr. Bcravat vg jvyy tvir lbh Gernfher 8, "JvfuTrggre."

Tbvat onpx gb gur Tnzr Fubc, jvgu JvfuTrggre va vairagbel, naq nf gur pyrex'f pbzzragf unq vzcyvrq, JVFU GBBYXVG.

Svanyyl, Jbzchf Uhagvat. Nf gur cyndhr orfvqr gur gebcul urnq va gur Nqiraghere'f Thvyq fubhyq gryy lbh, gur Jbzchf yvirf va gur sberfg, srnef yvtug, naq fgvaxf. Fb, lbh ragre gur Qnex Sberfg (nal ebbz bs vg jvyy qb), RKGVATHVFU YNAGREA fb vg trgf qnex, naq FZRYY NERN hagvy lbh qrgrpg Jbzchf Zhfx. Ng juvpu cbvag, SVER PEBFFOBJ.


I seem to be experiencing the same vague "Attention Required" bug mentioned previously. I'm not sure why this is, but I managed to resolve it by commenting-out the "extends = two" from my theme definition. On a hunch, I tested this with the sample code for "Two" itself, which had the same bug, which was resolved this time by commenting-out "start_theme = two". Other themes seem to work fine, and as the "Two" theme seems a popular one, I'd guess the same step might get their projects functioning as well? Meaning either something changed with the theme, or how it's recognized by the program.

First, genuinely, thanks for the feedback, I wouldn't have asked if I thought I didn't need it. 

I take the point about the excess "scenery" objects maybe being distracting. There's a puzzle or two later on where the act of looking in the right circumstance is what triggers progress, so I wanted to put some scenery around to prime the player a bit, but it may have had the demotivating effect of making it unrewarding that early on. I'll need to re-examine that.

The 2-words/6-words thing as well, I was trying to keep things as minimal as possible, where longer responses were more to emphasize significant objects/events, but this maybe just ends up coming off as undirected or indecisive on my part.

What's actually worrying me is I hadn't even considered climbing the fence as an option, or how much it inadvertantly gates off progress so early on. The solution I have there presently is to "Search" the fence for a hole to enter the cave through, but nothing really prompts that as a verb now I think about it. There had been a prior reason for it involving nearby wirecutters, but I'd scrapped that puzzle without realizing it makes the fence a sort of meaningless frustration now. I may end up scrapping the fence entirely now it serves no point.

Salutations. I've gone and submitted my game "Text Adventure Collector" already, but if anyone is interested in helping to playtest, bug-hunt, or generally provide feedback on whether I've made the puzzles too... I dunno, bloody infuriating? Any and all feedback would be greatly appreciated. Link to the GameJam Entry page is Here, which also contains hints for the curious adventurer. Thanks in Advance!

Text Adventure Collector - GameJam Entry Page

Good Evening

I've made the recommended change, the "Games Collected" text has been removed for mobile.

Hello, I'm clearly not actually named Rex Mundane, but this is the internet and it's as good a callsign as any. 

Not my first GameJam, but my first with Adventuron/Text Adventures. Casual fan of IF since way back. First game I ever tried to code was, if you can believe it, a Text Adventure about Sonic the Hedgehog, written in QBasic in 1994. It was... I mean, imagine how bad that idea must have been, right? Yeah, it was worse than that. I promise. 

Anyway, didn't even know about the jam or the software until about a week ago and have been hammering out a project ever since. My game itself will be about collecting Text Adventures, because that's about where my creativity level is. Hoping to finish an Alpha in the next week I can post in the appropriate thread. Good luck to all!